Diplomatic Resolution - If your influence roll is equal to or greater than your opponent, their declaration of war against you is negated, and another may not be issued for at least a week. This can only be used up to a limit of three times every week.

Political Bloc - If you roll a successful Influence score that is at least 10 points higher than the target, you can count them as part of your political bloc, and therefore gain their Influence to add to your own continuously, until another opponent scores 10 points higher than you to take it away. You can only use this ability once per week, and you can only have up to five nations in your political bloc at a time. After two weeks have passed of the nation remaining in a political bloc, the count required to add the nation to your political bloc is reset to 2 above the target nation's Influence score. You cannot use this on other Player Great Powers or Secondary Powers.

Hegemony - After rolling an influence score that is at least 1.25x higher than the targeted NPC’s influence score, that is on the same continent as you, you begin the assimilation process. They are counted as under your sphere of influence, and after one week, if another player is unable to roll a successful influence score that is a further 25% higher than what you scored, they become your vassal. This cannot be used on another nation for two weeks afterwards. For every time the nation swaps sides, you must continue to get 25% higher until someone it maxes out.

Ambassadors - If you roll an influence score that is at least 1.5x your base, you can double your defensive influence when being targeted by Influence Actions. This effect lasts for two days, and cannot be reused until three days have passed.

Military Intervention - If your influence roll succeeds against a targeted nation, you may call them in as an ally in a specific battle. The targeted player must send at least 10 of their defense force capacity to the battle. The targeted nation does not declare war on your opponent. This can only be used on a specific nation up to 3 times in 5 days.

Economic Union - If your influence roll succeeds against a neighboring nation, you gain 100% of their economy score to add to your own as a bonus. The targeted nation cannot be a Great Power, and this effect lasts for one day only. It cannot be used again for a week after it expires.

Trade Agreement - If your influence roll succeeds against a targeted nation, you gain a bonus equalling 25% of the target’s defense forces, scientific advancement, and economy rating, all added to your own. This lasts for one day, and it cannot be used for five days after it expires.

Humanitarian Aid - At the expense of being unable to use influence actions for 7 days, the next influence roll against the targeted nation after the 7 day period will have a +10 modifier to its base score. You may only use this on a nation once every 14 days, and only one nation at a time.

Subversive Actions:

Supply Rebellion - If you or the targeted nation are a vassal, and your influence roll succeeds against the nation that is the current master, the vassal declares war on the master. They furthermore invade their own capital province with a 50% boost to their defense forces rating. If they succeed in retaking their capital, they continue the war with a 25% boost to their defence forces and economy for one week. If they fail to retake their capital, the master nation gains a 25% boost to their economy, and instantly regain half of the defense forces spent in the war. This cannot be used again, and the vassal nation cannot revolt again, until two weeks have passed. (This is a choice on the vassal’s part, it cannot be forced.)

Disarmament - You can only use this against one of your vassals. If your influence roll succeeds against the target vassal, their defense forces and economy stats are reduced by 25% for 3 days, which reduces the bonus you get from said vassal, however, in return that vassal cannot rebel against you for the same period of time.

Political Sabotage - If your influence roll succeeds against a targeted nation, the target’s defense forces and economy stats are decreased by 25% for one day. You may use this up to 2 times every 5 days, but it does not stack with itself. -Can’t be used on NPC nations or own vassals-

Economic Sanctions - If you and at least one other nation’s influence roll is 1.5x that of the targeted nation’s, the target’s economy stats are decreased by 50% for 2 days. This can only be used 1 by either involved nation every week. -Can’t be used on NPC nations or own vassals-

Political Turmoil -

National Actions:

Iron Curtain - With the assistance of two other nations besides yourself (they can be vassals), if you have, or roll, an influence score of 1.5x more than the total base, you can render yourself and the participating nations immune to Influential Actions for three days. However, you and your affected vassals cannot perform Influential Actions while under this effect. You cannot reuse this ability again until two weeks have passed. Only a maximum of three nations can participate in this action, and only one Iron Curtain can be active at any given time. -Can’t be used on NPC nations-

Propaganda Act - After rolling an influence score that is at least equal or higher than your base, you gain a 25% increase to your economy stat and defense forces for a day. In return, you cannot use other Influence Actions for two days, and cannot be used again for four days after it expires.

Five-Year Plan - After rolling an influence score that is equal or higher than your base, you gain a 50% increase to your economy stat for two days. In return, you cannot use other Influence Actions for three days, and cannot reuse be used again for a week after it expires.

Mobilization - After rolling an influence score, read the count, and then add that number to your current Military Forces capacity. (You may exceed your capacity limit if using this does so.) You cannot use Influence Actions for three days, and cannot reuse this ability again for a week. This can be use if immediately following the use of a Five-Year Plan or Propaganda Act, regardless of limitations. If done so, Influence Actions cannot be used for a week instead.

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Signatures:

"All endeavors call for the ability to tramp the last mile, shape the last plan, endure the last hours toil. The fight to the finish is the one... characteristic we must possess if we are to face the future as finishers." - Henry David Thoreau

"If you think people care about you or your commands, you're delusional. You have to make an impact, a legacy to be accountable to. Be the cause of a calamity or a miracle, and then you will become the symbol of the people; A true leader with authority, either through the mutual fear or love of the masses." - Mikhail Azarias